The Mark of The Outsider
THE MARK OF THE OUTSIDER: CONCISE SUMMARY
The Outsider's Mark is a mystical sigil burned onto the left hand of select individuals, serving as both symbol and conduit to supernatural power.
Nature and Appearance:
- A distinctive black geometric symbol that glows when powers are used
- Cannot be removed by any means
- Actually contains The Outsider's original human name in Void form
Powers Granted:
- Core abilities like teleportation (Blink/Far Reach), seeing through walls (Dark Vision), and manipulating time
- Unique powers tailored to each individual (Daud's Pull, Emily's Shadow Walk, etc.)
- Requires whale bone runes to enhance and expand abilities
Selection Process:
- Extremely rare - only eight bearers exist during Dishonored 2
- Given to individuals at pivotal historical moments
- Recipients include Corvo, Emily, Daud, Delilah, and Granny Rags
Limitations and Consequences:
- Using powers depletes a mystical energy reservoir
- Marks bearers as heretics, targeted by the Abbey of the Everyman
- Creates a permanent bond with both The Outsider and the Void
- Following the events of Death of the Outsider, existing Marks remain functional but no new ones can be created
The Mark represents the central themes of the Dishonored series - a gift of extraordinary power that comes with complex moral choices and social consequences, embodying the game's focus on choice, consequence, and the price of power.
THE MARK OF THE OUTSIDER: DEFINITIVE ANALYSIS
I. PHYSICAL NATURE & APPEARANCE
The Outsider's Mark is a mystical sigil that appears on the back of the left hand of those chosen by the Outsider. Its physical properties include:
- Appearance: A distinctive blackened symbol resembling interlocking geometric patterns with curved elements
- Manifestation: Burns onto the skin painlessly when granted, emitting a brief blue-black glow
- Visibility: Normally visible, though can be temporarily hidden under gloves or bandages
- Permanence: Cannot be removed or destroyed by any known means; remains until death
- Activation: Glows with blue-black energy when powers are being used, serving as both identifier and conduit
II. TRUE METAPHYSICAL NATURE
The Mark's deeper significance extends beyond mere symbolism:
- The Outsider's Name: According to Death of the Outsider, the Mark is actually The Outsider's original human name, preserved in a form visible only to those sensitive to the Void
- Void Conduit: Functions as a direct channel to the Void, allowing the bearer to draw energy from this dimension
- Symbiotic Bond: Creates a permanent connection between the bearer and both The Outsider and the Void
- Metaphysical Anchor: Allows the bearer to exist partially in both the physical world and the Void simultaneously
III. SELECTION CRITERIA
The Outsider doesn't grant his Mark randomly, but follows consistent patterns:
- Historical Pivot Points: Chooses individuals standing at crucial moments of historical change
- Interesting Potential: Selects those with capacity to significantly alter events through their choices
- Personal Qualities: Shows preference for complex individuals with potential for both creation and destruction
- Varied Backgrounds: Has Marked individuals across all social strata - from emperors to street children
- Rarity: Explicitly states "There are only eight like you in the world, bearing my Mark" at the time of Dishonored 2
IV. CONFIRMED MARK BEARERS
Throughout the series, eight confirmed individuals have received the Mark:
- Corvo Attano: Royal Protector and protagonist of Dishonored 1
- Emily Kaldwin: Empress and protagonist of Dishonored 2
- Daud: The assassin who killed Empress Jessamine
- Delilah Copperspoon: Witch and usurper of the throne
- Vera Moray/Granny Rags: Former aristocrat turned witch
- The Lonely Rat Boy: A child mentioned in books who controlled rats
- Zhukov: An explorer of the Pandyssian continent
- The "Nameless Witch": A historical figure referenced indirectly
V. POWERS GRANTED
The Mark enables access to various supernatural abilities:
Core Powers (available to most bearers):
- Blink/Far Reach: Teleportation or rapid movement through space
- Dark Vision: Seeing through walls, highlighting items and threats
- Time Manipulation: Slowing or stopping time
- Possession: Temporarily inhabiting animals or people
Specialized Powers (unique to specific individuals):
- Daud's Pull: Drawing objects or people toward the user
- Delilah's Artwork: Creating magical paintings that affect reality
- Domino: Linking fates of multiple individuals (Emily)
- Shadow Walk: Transforming into a shadow entity (Emily)
- Devouring Swarm: Summoning rats to attack enemies (Corvo)
- Windblast: Creating powerful gusts of force (Corvo)
VI. LIMITATIONS & RESTRICTIONS
Despite its power, the Mark has specific limitations:
- Requires Mana/Energy: Using powers depletes a mystical energy that must regenerate
- Skill Development: Powers must be practiced and refined; they evolve through use
- Rune Enhancement: Requires finding runes to unlock or upgrade abilities
- Contextual Effectiveness: Powers work differently based on environment and situation
- User Intent: Effectiveness tied to bearer's focus, intention, and mental state
- Cannot Transfer: The Mark cannot be given from one person to another
VII. SOCIETAL IMPLICATIONS
Bearing the Mark has profound social consequences:
- Heretical Status: The Abbey of the Everyman declares Mark bearers heretics to be executed
- Witch Hunts: Overseers actively hunt those with the Mark using special music boxes that disrupt Void powers
- Underground Communities: Mark bearers often find community with bone charm crafters, witches, and others connected to the Void
- Social Isolation: Many bearers live in secrecy, hiding their abilities from society
- Power Dynamics: The Mark creates a separate hierarchy of power outside normal social structures
VIII. METAPHYSICAL CONSEQUENCES
Accepting the Mark changes a person on fundamental levels:
- Void Connection: Bearers begin to experience dreams of the Void and can hear whispers from bone charms and runes
- Altered Perception: Gain sensitivity to supernatural phenomena and can perceive things others cannot
- Partial Immunity: Become somewhat resistant to certain other Void effects
- Physical Changes: Prolonged or extensive use can cause subtle physical changes (blackening of the eyes, subtle aura)
- Spiritual Binding: Creates a permanent bond with the Outsider that transcends physical distance
IX. RITUAL & CEREMONIAL ASPECTS
The granting and use of the Mark follows consistent patterns:
- Dreamlike Bestowing: The Outsider typically grants the Mark during a dreamlike state or Void visit
- Ritualistic Words: Accompanied by a specific declaration: "I give you my Mark..."
- Shrine Connection: Mark bearers can communicate with the Outsider at shrines
- Whale Bone Connection: Mark powers are enhanced by whale bone artifacts (runes, bone charms)
- Symbolic Gestures: Each power has specific hand movements that channel the Void energy
X. FATE OF THE MARK FOLLOWING DEATH OF THE OUTSIDER
The events of Death of the Outsider impact the Mark in specific ways:
- Continued Functionality: Those already bearing the Mark retain their powers
- No New Bearers: The Outsider can no longer grant the Mark to new individuals
- Altered Connection: The connection to the Void remains, but without the Outsider's guidance or presence
- Legacy Powers: The Mark becomes a legacy of the Outsider's influence, a remnant of his existence
- Alternate Sources: Other methods of accessing Void powers (like Billie's artifacts) become the only way to gain similar abilities
The Mark of the Outsider represents one of gaming's most innovative power systems - a mystical brand that is simultaneously gift and burden, connecting bearers to cosmic forces beyond mortal comprehension while marking them as outsiders to their own society. More than merely a gameplay mechanic, it embodies the central themes of the Dishonored series: choice and consequence, the cost of power, and the complexity of moral decisions when given abilities beyond normal human constraints.
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